mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-20 07:38:42 +02:00
* Do not allow render targets not explicitly written by the fragment shader to be modified * Shader cache version bump * Remove blank lines * Avoid redundant color mask updates * HostShaderCacheEntry can be null * Avoid more redundant glColorMask calls * nit: Mask -> Masks * Fix currentComponentMask * More efficient way to update _currentComponentMasks
442 lines
13 KiB
C#
442 lines
13 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Graphics.GAL.Multithreading.Commands;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Buffer;
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using Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.GAL.Multithreading.Resources.Programs;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Ryujinx.Graphics.GAL.Multithreading
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{
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/// <summary>
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/// The ThreadedRenderer is a layer that can be put in front of any Renderer backend to make
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/// its processing happen on a separate thread, rather than intertwined with the GPU emulation.
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/// A new thread is created to handle the GPU command processing, separate from the renderer thread.
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/// Calls to the renderer, pipeline and resources are queued to happen on the renderer thread.
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/// </summary>
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public class ThreadedRenderer : IRenderer
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{
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private const int SpanPoolBytes = 4 * 1024 * 1024;
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private const int MaxRefsPerCommand = 2;
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private const int QueueCount = 10000;
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private int _elementSize;
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private IRenderer _baseRenderer;
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private Thread _gpuThread;
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private bool _disposed;
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private bool _running;
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private AutoResetEvent _frameComplete = new AutoResetEvent(true);
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private ManualResetEventSlim _galWorkAvailable;
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private CircularSpanPool _spanPool;
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private ManualResetEventSlim _invokeRun;
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private bool _lastSampleCounterClear = true;
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private byte[] _commandQueue;
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private object[] _refQueue;
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private int _consumerPtr;
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private int _commandCount;
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private int _producerPtr;
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private int _lastProducedPtr;
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private int _invokePtr;
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private int _refProducerPtr;
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private int _refConsumerPtr;
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public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
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internal BufferMap Buffers { get; }
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internal SyncMap Sync { get; }
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internal CircularSpanPool SpanPool { get; }
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internal ProgramQueue Programs { get; }
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public IPipeline Pipeline { get; }
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public IWindow Window { get; }
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public IRenderer BaseRenderer => _baseRenderer;
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public bool PreferThreading => _baseRenderer.PreferThreading;
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public ThreadedRenderer(IRenderer renderer)
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{
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_baseRenderer = renderer;
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renderer.ScreenCaptured += (object sender, ScreenCaptureImageInfo info) => ScreenCaptured?.Invoke(this, info);
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Pipeline = new ThreadedPipeline(this, renderer.Pipeline);
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Window = new ThreadedWindow(this, renderer.Window);
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Buffers = new BufferMap();
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Sync = new SyncMap();
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Programs = new ProgramQueue(renderer);
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_galWorkAvailable = new ManualResetEventSlim(false);
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_invokeRun = new ManualResetEventSlim();
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_spanPool = new CircularSpanPool(this, SpanPoolBytes);
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SpanPool = _spanPool;
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_elementSize = BitUtils.AlignUp(CommandHelper.GetMaxCommandSize(), 4);
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_commandQueue = new byte[_elementSize * QueueCount];
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_refQueue = new object[MaxRefsPerCommand * QueueCount];
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}
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public void RunLoop(Action gpuLoop)
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{
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_running = true;
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_gpuThread = new Thread(() => {
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gpuLoop();
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_running = false;
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_galWorkAvailable.Set();
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});
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_gpuThread.Name = "GPU.MainThread";
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_gpuThread.Start();
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RenderLoop();
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}
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public void RenderLoop()
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{
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// Power through the render queue until the Gpu thread work is done.
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while (_running && !_disposed)
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{
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_galWorkAvailable.Wait();
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_galWorkAvailable.Reset();
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// The other thread can only increase the command count.
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// We can assume that if it is above 0, it will stay there or get higher.
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while (_commandCount > 0)
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{
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int commandPtr = _consumerPtr;
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Span<byte> command = new Span<byte>(_commandQueue, commandPtr * _elementSize, _elementSize);
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// Run the command.
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CommandHelper.RunCommand(command, this, _baseRenderer);
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if (Interlocked.CompareExchange(ref _invokePtr, -1, commandPtr) == commandPtr)
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{
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_invokeRun.Set();
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}
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_consumerPtr = (_consumerPtr + 1) % QueueCount;
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Interlocked.Decrement(ref _commandCount);
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}
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}
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}
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internal SpanRef<T> CopySpan<T>(ReadOnlySpan<T> data) where T : unmanaged
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{
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return _spanPool.Insert(data);
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}
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private TableRef<T> Ref<T>(T reference)
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{
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return new TableRef<T>(this, reference);
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}
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internal ref T New<T>() where T : struct
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{
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while (_producerPtr == (_consumerPtr + QueueCount - 1) % QueueCount)
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{
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// If incrementing the producer pointer would overflow, we need to wait.
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// _consumerPtr can only move forward, so there's no race to worry about here.
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Thread.Sleep(1);
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}
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int taken = _producerPtr;
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_lastProducedPtr = taken;
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_producerPtr = (_producerPtr + 1) % QueueCount;
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Span<byte> memory = new Span<byte>(_commandQueue, taken * _elementSize, _elementSize);
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ref T result = ref Unsafe.As<byte, T>(ref MemoryMarshal.GetReference(memory));
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memory[memory.Length - 1] = (byte)((IGALCommand)result).CommandType;
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return ref result;
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}
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internal int AddTableRef(object obj)
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{
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// The reference table is sized so that it will never overflow, so long as the references are taken after the command is allocated.
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int index = _refProducerPtr;
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_refQueue[index] = obj;
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_refProducerPtr = (_refProducerPtr + 1) % _refQueue.Length;
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return index;
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}
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internal object RemoveTableRef(int index)
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{
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Debug.Assert(index == _refConsumerPtr);
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object result = _refQueue[_refConsumerPtr];
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_refQueue[_refConsumerPtr] = null;
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_refConsumerPtr = (_refConsumerPtr + 1) % _refQueue.Length;
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return result;
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}
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internal void QueueCommand()
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{
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int result = Interlocked.Increment(ref _commandCount);
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if (result == 1)
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{
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_galWorkAvailable.Set();
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}
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}
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internal void InvokeCommand()
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{
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_invokeRun.Reset();
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_invokePtr = _lastProducedPtr;
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QueueCommand();
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// Wait for the command to complete.
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_invokeRun.Wait();
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}
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internal void WaitForFrame()
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{
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_frameComplete.WaitOne();
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}
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internal void SignalFrame()
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{
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_frameComplete.Set();
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}
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internal bool IsGpuThread()
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{
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return Thread.CurrentThread == _gpuThread;
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}
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public void BackgroundContextAction(Action action, bool alwaysBackground = false)
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{
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if (IsGpuThread() && !alwaysBackground)
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{
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// The action must be performed on the render thread.
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New<ActionCommand>().Set(Ref(action));
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InvokeCommand();
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}
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else
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{
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_baseRenderer.BackgroundContextAction(action, true);
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}
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}
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public IShader CompileShader(ShaderStage stage, string code)
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{
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var shader = new ThreadedShader(this, stage, code);
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New<CompileShaderCommand>().Set(Ref(shader));
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QueueCommand();
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return shader;
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}
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public BufferHandle CreateBuffer(int size)
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{
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BufferHandle handle = Buffers.CreateBufferHandle();
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New<CreateBufferCommand>().Set(handle, size);
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QueueCommand();
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return handle;
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}
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public IProgram CreateProgram(IShader[] shaders, ShaderInfo info)
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{
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var program = new ThreadedProgram(this);
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SourceProgramRequest request = new SourceProgramRequest(program, shaders, info);
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Programs.Add(request);
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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QueueCommand();
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return program;
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}
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public ISampler CreateSampler(SamplerCreateInfo info)
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{
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var sampler = new ThreadedSampler(this);
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New<CreateSamplerCommand>().Set(Ref(sampler), info);
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QueueCommand();
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return sampler;
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}
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public void CreateSync(ulong id)
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{
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Sync.CreateSyncHandle(id);
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New<CreateSyncCommand>().Set(id);
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QueueCommand();
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}
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public ITexture CreateTexture(TextureCreateInfo info, float scale)
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{
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if (IsGpuThread())
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{
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var texture = new ThreadedTexture(this, info, scale);
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New<CreateTextureCommand>().Set(Ref(texture), info, scale);
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QueueCommand();
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return texture;
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}
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else
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{
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var texture = new ThreadedTexture(this, info, scale);
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texture.Base = _baseRenderer.CreateTexture(info, scale);
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return texture;
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}
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}
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public void DeleteBuffer(BufferHandle buffer)
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{
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New<BufferDisposeCommand>().Set(buffer);
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QueueCommand();
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}
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public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
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{
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if (IsGpuThread())
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{
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ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
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New<BufferGetDataCommand>().Set(buffer, offset, size, Ref(box));
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InvokeCommand();
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return box.Result.Get();
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}
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else
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{
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return _baseRenderer.GetBufferData(Buffers.MapBufferBlocking(buffer), offset, size);
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}
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}
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public Capabilities GetCapabilities()
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{
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ResultBox<Capabilities> box = new ResultBox<Capabilities>();
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New<GetCapabilitiesCommand>().Set(Ref(box));
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InvokeCommand();
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return box.Result;
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}
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/// <summary>
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/// Initialize the base renderer. Must be called on the render thread.
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/// </summary>
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/// <param name="logLevel">Log level to use</param>
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public void Initialize(GraphicsDebugLevel logLevel)
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{
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_baseRenderer.Initialize(logLevel);
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}
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public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
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{
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var program = new ThreadedProgram(this);
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BinaryProgramRequest request = new BinaryProgramRequest(program, programBinary, hasFragmentShader, info);
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Programs.Add(request);
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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QueueCommand();
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return program;
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}
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public void PreFrame()
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{
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New<PreFrameCommand>();
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QueueCommand();
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}
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public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
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{
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ThreadedCounterEvent evt = new ThreadedCounterEvent(this, type, _lastSampleCounterClear);
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New<ReportCounterCommand>().Set(Ref(evt), type, Ref(resultHandler), hostReserved);
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QueueCommand();
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if (type == CounterType.SamplesPassed)
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{
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_lastSampleCounterClear = false;
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}
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return evt;
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}
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public void ResetCounter(CounterType type)
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{
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New<ResetCounterCommand>().Set(type);
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QueueCommand();
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_lastSampleCounterClear = true;
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}
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public void Screenshot()
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{
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_baseRenderer.Screenshot();
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}
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public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
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{
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New<BufferSetDataCommand>().Set(buffer, offset, CopySpan(data));
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QueueCommand();
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}
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public void UpdateCounters()
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{
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New<UpdateCountersCommand>();
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QueueCommand();
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}
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public void WaitSync(ulong id)
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{
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Sync.WaitSyncAvailability(id);
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_baseRenderer.WaitSync(id);
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}
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public void Dispose()
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{
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// Dispose must happen from the render thread, after all commands have completed.
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// Stop the GPU thread.
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_disposed = true;
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_gpuThread.Join();
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// Dispose the renderer.
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_baseRenderer.Dispose();
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// Dispose events.
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_frameComplete.Dispose();
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_galWorkAvailable.Dispose();
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_invokeRun.Dispose();
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Sync.Dispose();
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}
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}
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}
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